Boogu-Image-0.1: Boosting Open-Source Unified Multimodal Understanding and Generation
Boogu-Image-0.1: Boosting Open-Source Unified Multimodal Understanding and Generation에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.
원문 보기최신 VLM, sLLM, on-device AI 논문과 연구 블로그를 한눈에 정리합니다. 중복 기사 방지를 위해 URL 기준으로 추적합니다.
멀티모달 비전-언어 모델의 최신 논문과 리더보드 변화
Boogu-Image-0.1: Boosting Open-Source Unified Multimodal Understanding and Generation에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.
원문 보기Reasoning-driven universal multimodal embedding has advanced rapidly by introducing Chain-of-Thought (CoT) reasoning into the embedding pipeline. Despite the strong performance across both general and complex tasks, this paradigm suffers from two core limitations: (i) autoregressive CoT reasoning incurs high computational cost, making it impractical for low-latency retrieval; and (ii) embedding performance is heavily coupled with CoT annotation quality, making large-scale training unreliable. These raise fundamental questions: Is textual CoT the optimal form of reasoning for embedding, and can effective embedding reasoning be accomplished in latent space? To this end, we propose LaME (Latent Reasoning Multimodal Embedding), which formulates embedding-oriented latent reasoning as a weakly supervised information bottleneck. LaME employs K learnable reason tokens as a fixed-capacity bottleneck, completing all reasoning within a single forward pass. The two weak supervision signals structurally decouple contrastive from autoregressive objectives and eliminate dependence on CoT annotations, while a two-stage training pipeline ensures stable convergence. Experiments on MMEB-v2 and MRMR show that LaME achieves competitive performance, surpassing some explicit CoT-based models, while delivering 60x faster inference than explicit CoT methods and 2x faster than latent baselines with throughput comparable to discriminative embedding models. Code is available at https://github.com/PeppaWu/LaME.
원문 보기경량화·효율화를 위한 스몰 LLM 연구
Video generative models commonly rely on latent spaces learned by 3D Variational Autoencoders (3D-VAEs). However, conventional 3D-VAEs are mainly optimized for pixel-level reconstruction, which can limit the semantic and spatio-temporal structure captured by their latents. Meanwhile, Video Foundation Models (VFMs) such as V-JEPA 2 and VideoMAEv2 show strong video understanding capabilities, yet whether their frozen representations can be transformed into compact, reconstruction-capable, and generation-friendly video latents remains largely unexplored. We answer this question with VideoRAE, a representation autoencoder that leverages multi-scale hierarchical features from a frozen video foundation encoder and compresses them with a lightweight 1D self-attention projector. VideoRAE supports both continuous latents for Diffusion Transformers and discrete tokens for autoregressive models via multi-codebook high-dimensional quantization. During decoding, a local-and-global representation alignment objective with the frozen VFM teacher improves semantic preservation and enables training without KL regularization. Experiments show that VideoRAE achieves strong reconstruction in both continuous and discrete regimes. On UCF-101, it obtains state-of-the-art class-to-video gFVDs of 40 and 93 with AR and DiT generators, respectively, while converging approximately 5x faster than competing autoencoder baselines. In a controlled 2B-scale text-to-video study, replacing LTX-VAE with VideoRAE leads to faster convergence under comparable settings. These results validate frozen VFM representations as versatile and generation-friendly video latents. The model and code will be released on https://zhxie0117.github.io/VideoRAE.
원문 보기기업/연구기관의 주요 발표와 블로그 업데이트
Harness Handbook: Making Evolving Agent Harnesses Readable,Navigable, and Editable에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.
원문 보기Ring-Zero: Scaling Zero RL to a Trillion Parameters for Emergent Reasoning에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.
원문 보기KnowAct-GUIClaw: Know Deeply, Act Perfectly, Personal GUI Assistant with Self-Evolving Memory and Skill에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.
원문 보기OvisOCR2 Technical Report에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.
원문 보기Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.
원문 보기All-in-One Image Restoration (AiOIR) aims to recover high-quality images from diverse degradations within a unified framework. However, existing methods often fail to explicitly model degradation types and struggle to adapt their restoration behavior to complex or mixed degradations. To address these issues, we propose ClusIR, a Cluster-Guided Image Restoration framework that explicitly models degradation semantics through learnable clustering and propagates cluster-aware cues across spatial and frequency domains for adaptive restoration. Specifically, ClusIR comprises two key components: a Probabilistic Cluster-Guided Routing Mechanism (PCGRM) and a Degradation-Aware Frequency Modulation Module (DAFMM). The proposed PCGRM disentangles degradation recognition from expert activation, enabling discriminative degradation perception and stable expert routing. Meanwhile, DAFMM leverages the cluster-guided priors to perform adaptive frequency decomposition and targeted modulation, collaboratively refining structural and textural representations for higher restoration fidelity. The cluster-guided synergy seamlessly bridges semantic cues with frequency-domain modulation, empowering ClusIR to attain remarkable restoration results across a wide range of degradations. Extensive experiments on diverse benchmarks validate that ClusIR reaches competitive performance under several scenarios.
원문 보기We present X-lens, a compact feed-forward model for metric depth estimation from a variable number of calibrated fisheye and pinhole views. To support real-time downstream perception, X-lens is built around a geometry-aware heterogeneous camera formulation with two key components. Learnable calibration tokens provide a coarse alignment between fisheye and pinhole projective spaces, while a Jacobian-parameterized distortion bias injected into cross-attention models local projection changes and promotes cross-camera consistency, enabling robust generalization with only 0.04B parameters and up to 41 FPS. The model predicts dense depth together with a global metric scale, avoiding auxiliary reconstruction targets that increase computation and optimization complexity. To learn such cross-camera generalization at scale and depth, X-lens is trained on multiple public datasets and OmniScene, our newly released large-scale synthetic dataset containing approximately 266K synchronized six-view frames, 1.7M individual images, and 103 indoor and outdoor scenes. Extensive experiments on both real-world and synthetic indoor and outdoor datasets demonstrate superior heterogeneous-camera metric depth accuracy, reducing AbsRel by 25.4\% on OmniScene-Full over the strongest baseline while using 88.9\% fewer parameters, with competitive performance on conventional fisheye-only and pinhole-only settings.
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